I've had a quick go with it and all the things seem to work as far as I can tell.
The main thing I don't like is the fixed attack modifier - this should be able to scale off your ability scores like everything else. If your STR / DEX is 18, that should offer a +4, but this mod keeps it at +3 and stays there until the lvl 10 upgrade, which is then fixed at +5. This means that the form does not feel like its growing in power like it should. The big issue is basically that the form doesn't change that much between the levels. It gains extra attacks (that all deal the same 5 -11 damage) and gets extra resistance and healing (which isn't that important with the crazy AC bonuses), but the overall damage and behavior stay the same.
My Suggestions:
Make the attacks scale with your abilty scores, rather than being fixed.
Find a way for the other skills to evolve as you level up too. Blood rend staying exactly the same between lvl 3 and lvl 12 is underwhelming
Tone down the AC bonus a tiny bit. Perhaps remove the lvl 7 increase so it maxes at 20.
(optional) Add a skill that allows the werewolf to use elemental damage (either a passive or an optional conversion). Only having one damage type is a limitation
I'm gonna be that guy: "Wereborn" isn't the best name for the subclass. "Werewolf" comes from the Old English "Werwulf," which directly means "man wolf." So "Wereborn" basically means "man-born."
Yes and 800 years ago the word nice meant foolish or stupid; does anyone still use it that way? Words change meaning and no one in contemporary English actively associates the prefix wer- with Proto-Indoeuropean wiHrós much less its derivatives. Nice try though.
There is no resource by intention. You rely almost entirely on the Werewolf form for this class so the idea is to seamlessly slip between humanoid form to cast spells, for example and then switch back to the Werewolf at will.
Hey looks awesome and I will definitely try it on my next playthrough. Is a level 20 version planned or could we get atleast dummy levels? Thanks for the mod anyways!
10 comments
The main thing I don't like is the fixed attack modifier - this should be able to scale off your ability scores like everything else. If your STR / DEX is 18, that should offer a +4, but this mod keeps it at +3 and stays there until the lvl 10 upgrade, which is then fixed at +5. This means that the form does not feel like its growing in power like it should. The big issue is basically that the form doesn't change that much between the levels. It gains extra attacks (that all deal the same 5 -11 damage) and gets extra resistance and healing (which isn't that important with the crazy AC bonuses), but the overall damage and behavior stay the same.
My Suggestions:
Thanks for the mod anyways!